Re: Pete
Ok. It seems that the key to feel the story is reversal, and the gameplay uses this concept throughout so that when that the revelation becomes coherent. The gameplay pre-conditions the player to be sensitive to a concept (reversal), so that the player can be affected by the revelation.
Sorry to go tangential on the thread. This seems like a conclusion about the original question in reverse: "How do you create a great game for a story?"
According to this, one way to create a great story for a game is to use the story to pre-condition the player to be sensitive to a gameplay concept, so that the player can discover/learn concepts important to play the game well.
How do you create a great story for a game?
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